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[ue] Closes #2594, add SetSlotColor to SpineWidget.
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@ -368,6 +368,16 @@ bool USpineWidget::HasSlot(const FString SlotName) {
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return false;
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return false;
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}
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}
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void USpineWidget::SetSlotColor(const FString SlotName, const FColor SlotColor) {
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CheckState();
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if (skeleton) {
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spine::Slot *slot = skeleton->findSlot(TCHAR_TO_UTF8(*SlotName));
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if (slot) {
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slot->getColor().set(SlotColor.R / 255.f, SlotColor.G / 255.f, SlotColor.B / 255.f, SlotColor.A / 255.f);
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}
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}
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}
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void USpineWidget::GetAnimations(TArray<FString> &Animations) {
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void USpineWidget::GetAnimations(TArray<FString> &Animations) {
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CheckState();
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CheckState();
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if (skeleton) {
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if (skeleton) {
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@ -141,6 +141,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSlot(const FString SlotName);
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bool HasSlot(const FString SlotName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotColor(const FString SlotName, const FColor SlotColor);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetAnimations(TArray<FString> &Animations);
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void GetAnimations(TArray<FString> &Animations);
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